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Game Edukasi Siswa SLB Untuk Meningkatkan Literasi Matematika Berbasis Android Hasanuddin, Muhammad Hasrul; Indra Syahyadi, Asep; Darmatasia, Darmatasia; Ridwang, Ridwang
Jurnal INSYPRO (Information System and Processing) Vol 8 No 2 (2023)
Publisher : Prodi Sistem Informasi UIN Alauddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/insypro.v8i2.41134

Abstract

The research aims to develop and test the effectiveness of an Android-based educational game designed specifically for students of the Extraordinary School (SLB) in improving their mathematical literacy. Mathematical literacy is an essential skill that supports an individual's ability to understand, analyze, and apply mathematical concepts in everyday life. However, SLB students often face the challenge of acquiring a sufficient understanding of mathematics due to various barriers in their learning. This research methodology covers the stages of development of educational games designed in accordance with the characteristics of SLB students and the principles of effective mathematical learning. After the game was developed, the study involved a group of SLB students in a field experiment using a quasi-experimental approach with the control group. During a certain period, students from the experimental group participated in learning sessions using educational games, while students from control groups received conventional mathematical learning. The results of this study are expected to provide insight into the extent to which this Android-based educational game is effective in improving the mathematical literacy of SLB students. Furthermore, the research also has the potential to provide valuable input for further development of similar educational games that can be used as an inclusive learning tool for students with special educational needs. Increased mathematical literacy among SLB students can provide long-term benefits in preparing them to face the demands of mathematics in their later lives
VIRTUAL REALITY SEBAGAI MEDIA EDUKASI PENGENALAN OTORITAS TUBUH PADA ANAK USIA DINI MENGGUNAKAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE Hasanuddin, Muhammad Hasrul; Rizky Gita Abadi; Abdulmalikul Haqqul Mubin
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 10 No 1 (2025): APRIL
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/instek.v10i1.56440

Abstract

Pengetahuan mengenai otoritas tubuh merupakan aspek penting dalam perkembangan anak usia dini untuk membekali mereka dalam menjaga diri dan memahami batasan pribadi. Namun, topik ini sering kali dianggap sensitif untuk diajarkan secara langsung. Penelitian ini bertujuan untuk mengembangkan media edukasi berbasis Virtual Reality (VR) untuk memperkenalkan konsep otoritas tubuh kepada anak usia dini secara interaktif dan menyenangkan. Metode yang digunakan adalah Multimedia Development Life Cycle (MDLC), yang meliputi enam tahapan: konsep, desain, pengumpulan bahan, perakitan, pengujian, dan distribusi. Aplikasi VR yang dikembangkan menampilkan lingkungan interaktif dengan avatar anak-anak dan elemen audio-visual yang disesuaikan dengan karakteristik belajar anak usia 4 hingga 6 tahun. Pengujian fungsional menggunakan black-box menunjukkan bahwa aplikasi beroperasi dengan baik dan mencapai tingkat keberhasilan 100%. Penelitian ini mendukung teori bahwa pembelajaran imersif berbasis VR dapat menjadi salah satu alternatif untuk mengajarkan topik sensitif kepada anak usia dini, memberikan pengalaman belajar yang mendalam dan memfasilitasi keterlibatan emosional serta kognitif.